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Re: Final 2 questions I hope :-)

Posted: August 16th, 2010, 10:19 am
by IzNoGoD
Maybe there is, but we dont know it.
As ive been playing on some hungarian server which has jump_slowdownenabled set to zero.
This var is cheat protected, together with some jump_heights etc, but no noclip can be used... :D

Re: Final 2 questions I hope :-)

Posted: August 16th, 2010, 10:21 am
by <LT>YosemiteSam[NL]
IzNoGoD wrote:Maybe there is, but we dont know it.
As ive been playing on some hungarian server which has jump_slowdownenabled set to zero.
This var is cheat protected, together with some jump_heights etc, but no noclip can be used... :D
:shock:

Re: Final 2 questions I hope :-)

Posted: August 16th, 2010, 11:21 am
by IzNoGoD
Found something in the PAM2 mod, its the dvar_enforcer.gsc.

Wrote something of my own in it:

Code: Select all

DVAR_Enforcer_Init()
{
	i=0;
	level.de_dvars = [];
	level.de_setting = []; 

	if (getcvar("cj_falldamage") != "" && getcvarint("cj_falldamage") == 0)
	{
		level.de_dvars[i] = "bg_falldamagemaxheight";
		level.de_setting[i] = 99999;
		i++;
		level.de_dvars[i] = "bg_falldamageminheight";
		level.de_setting[i] = 99998;
		i++;
	}
	
	

	level thread DVAR_Enforcer();
}


DVAR_Enforcer()
{
	loop_time = .2 + (.05 * level.de_dvars.size);

	while (1)
	{
		wait loop_time;

		players = getentarray("player", "classname");
		for(i = 0; i < players.size; i++)
		{
			player = players[i];
			
			// Check if player has fully joined and force all settings
			if (isDefined(player.pers["dvarenforcement"]) )
				player thread Force_My_DVars();
		}
	}
}

Force_My_DVars()
{
	self endon("disconnect");

	//Lets try to spread these out over time instead of
	//blasting the clients with them all at once
	for (j=0; j<level.de_dvars.size ; j++)
	{
		if ( isDefined(self) )
			self setClientCvar(level.de_dvars[j], level.de_setting[j]);
		else
			return;
		wait .05;
	}
}
I call this file in the codjumper.gsc file, at the same point as the normal PAM mod does.
But it doesnt work.
Anyone has any ideas?

Re: Final 2 questions I hope :-)

Posted: August 16th, 2010, 12:03 pm
by <LT>YosemiteSam[NL]
I'm not that good at scripting, but trying to help none the less.
Which lines did you add ?

Re: Final 2 questions I hope :-)

Posted: August 16th, 2010, 12:16 pm
by IzNoGoD
the

Code: Select all

   if (getcvar("cj_falldamage") != "" && getcvarint("cj_falldamage") == 0)
   {
      level.de_dvars[i] = "bg_falldamagemaxheight";
      level.de_setting[i] = 99999;
      i++;
      level.de_dvars[i] = "bg_falldamageminheight";
      level.de_setting[i] = 99998;
      i++;
   }
is mine and replaces

Code: Select all

	if (getcvar("de_force_rate") != "" && getcvarint("de_force_rate") > 999 && getcvarint("de_force_rate") < 25001)
	{
		level.de_dvars[i] = "rate";
		level.de_setting[i] = getcvarint("de_force_rate");
		i++;
	}

	if (getcvar("de_allow_mantlehint") != "" && getcvarint("de_allow_mantlehint") == 0)
	{
		level.de_dvars[i] = "cg_drawmantlehint";
		level.de_setting[i] = 0;
		i++;
	}
	
	if (getcvar("de_allow_crosshair") != "" && getcvarint("de_allow_crosshair") == 0)
	{
		level.de_dvars[i] = "cg_drawcrosshair";
		level.de_setting[i] = 0;
		i++;
	}

	if (getcvar("de_allow_turret_crosshair") != "" && getcvarint("de_allow_turret_crosshair") == 0)
	{
		level.de_dvars[i] = "cg_drawturretcrosshair";
		level.de_setting[i] = 0;
		i++;
	}
	else
	{
		level.de_dvars[i] = "cg_drawturretcrosshair";
		level.de_setting[i] = 1;
		i++;
	}
	
	if (getcvar("de_allow_hudstance") != "" && getcvarint("de_allow_hudstance") == 0)
	{
		level.de_dvars[i] = "hud_fade_stance";
		level.de_setting[i] = .05;
		i++;
	}

	if (getcvar("de_allow_enemycrosshaircolor") != "" && getcvarint("de_allow_enemycrosshaircolor") == 0)
	{
		level.de_dvars[i] = "cg_crosshairEnemyColor";
		level.de_setting[i] = 0;
		i++;
	}

	if (getcvar("de_remove_exploits") != "" && getcvarint("de_remove_exploits") != 0)
	{
		level.de_dvars[i] = "r_lighttweakambient";
		level.de_setting[i] = 0;
		i++;

		level.de_dvars[i] = "r_lodscale";
		level.de_setting[i] = 1;
		i++;

		level.de_dvars[i] = "mss_Q3fs";
		level.de_setting[i] = 1;
		i++;

		level.de_dvars[i] = "r_polygonOffsetBias"; 
		level.de_setting[i] = "-1"; 
		i++; 

		level.de_dvars[i] = "r_polygonOffsetScale"; 
		level.de_setting[i] = "-1";
		i++;
	}

	if (getcvar("de_Sound_Ping_QuickFade") != "" && getcvarint("de_Sound_Ping_QuickFade") != 0)
	{
		level.de_dvars[i] = "cg_hudCompassSoundPingFadeTime";
		level.de_setting[i] = 0;
		i++;
	}

	if (getcvar("de_allow_crosshairnames") != "" && getcvarint("de_allow_crosshairnames") == 0)
	{
		level.de_dvars[i] = "cg_drawcrosshairnames";
		level.de_setting[i] = 0;
		i++;
	}
	else
	{
		level.de_dvars[i] = "cg_drawcrosshairnames";
		level.de_setting[i] = 1;
		i++;
	}
which is quite useless for me

Re: Final 2 questions I hope :-)

Posted: August 16th, 2010, 3:03 pm
by IzNoGoD
Update:
Finally got it working,

EDIT: rest what was here is BS.

Re: Final 2 questions I hope :-)

Posted: August 17th, 2010, 9:21 am
by <LT>YosemiteSam[NL]
I just wanted to look into it but now you go've it working I don't have to.

Please let me know how you made it work cause I'm going to to start on a new UT99 map and I would like the jumpheight and falldamage to be more then normal.

Re: Final 2 questions I hope :-)

Posted: August 17th, 2010, 12:49 pm
by IzNoGoD
Add me to xfire
Its in my profile.

Re: Final 2 questions I hope :-)

Posted: August 17th, 2010, 1:51 pm
by <LT>YosemiteSam[NL]
Don't have xfire m8, and have no use for it.
You can email me the script if you like or place it here.

Re: Final 2 questions I hope :-)

Posted: August 17th, 2010, 3:32 pm
by IzNoGoD
Some mod plz remove his email- i got it

Re: Final 2 questions I hope :-)

Posted: August 17th, 2010, 4:21 pm
by <LT>YosemiteSam[NL]
Thx :mrgreen:

Re: Final 2 questions I hope :-)

Posted: August 17th, 2010, 8:40 pm
by <LT>YosemiteSam[NL]
Thx for the advice m8.
Ran the map on a dedicated server and the jump_height (and falldamageheight and stuff) works like a charm !

Re: Final 2 questions I hope :-)

Posted: August 18th, 2010, 10:29 am
by IzNoGoD
NP
found a way to get rid of both the red screen and the bleeding stuff.
The bleeding stuff is the healthoverlay, you need to disable it, or make it invisible in the hud.menu
The red screen can be disabled by setting maxhealth/spawnhealth really really high, so that maxdamage is like 1/10000000 of maxhealth. This way, cod wont notice you got damaged, and wont put the red screen up.

ps. Defrag mod is kinda done, it was on the cod2jumpserver, but it seems to have crashed last night.
Debuggin when i get the logs.

Re: Final 2 questions I hope :-)

Posted: August 18th, 2010, 12:07 pm
by <LT>YosemiteSam[NL]
The red screen can be disabled by setting maxhealth/spawnhealth really really high, so that maxdamage is like 1/10000000 of maxhealth.
You mean the red line (which indicates where you get hit) and shake stuff you get when you get hit by for instance a panzerfaust ? That would be nice to get rid off, cause the jumppads are better without that.

Re: Final 2 questions I hope :-)

Posted: August 18th, 2010, 2:50 pm
by IzNoGoD
yeah, all gone.
No red ever in screen, except when the map is red ofc :P

bad thing is it requires some changes to everything...
tried to run mp_deck16 with the mod, but didnt work.
What spawnpoints are in the map? tdm/dm?